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Assessing engagement in an emotionally-adaptive applied game
15 references·0 citing·46 second hop
Assessing engagement in an emotionally-adaptive applied game (2016)Assessing engagement in an emotionally-ad…Adaptation in Affective Video Games: A Literature Review (2016)Adaptation in Affective Video…A comparative study of game mechanics and control laws for an adaptive physiological game (2014)A comparative study of game m…Tailoring persuasive health games to gamer type (2013)Tailoring persuasive health g…A review of the use of psychophysiological methods in game research (2011)A review of the use of psycho…Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Correlation between heart rat…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Intelligent adaptation of digital game-based learning (2008)Intelligent adaptation of dig…Fundamentals of physiological computing (2008)Fundamentals of physiological…Creating an Emotionally Adaptive Game (2008)Creating an Emotionally Adapt…Characterising and measuring user experiences in digital games (2007)Characterising and measuring …Emotion Recognition Using Physiological Signals (2006)Emotion Recognition Using Phy…GameFlow (2005)GameFlowFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Constants across cultures in the face and emotion. (1971)Constants across cultures in …The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)The expression of the emotions in man and animals. (1872)The Repertoire of Nonverbal Behavior: Categories, Origins, Usage, and Coding (1969)Patterns of cognitive appraisal in emotion. (1985)What's basic about basic emotions? (1990)Affect, imagery, consciousness, Vol. 1: The positive affects. (1992)On the universality and cultural specificity of emotion recognition: A meta-analysis. (2002)Telling more than we can know: Verbal reports on mental processes. (1977)Affective Computing (1997)Identifying emotional states using keystroke dynamics (2011)A review of verbal and non-verbal human–robot interactive communication (2014)A survey of affective brain computer interfaces: principles, state-of-the-art, and challenges (2014)A continuous and objective evaluation of emotional experience with interactive play environments (2006)A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007)EMOTION IN HUMAN-COMPUTER INTERACTION (2007)A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)Neurophysiological correlates of cognitive absorption in an enactive training context (2014)Serious games for emergency preparedness: Evaluation of an interactive vs. a non-interactive simulation of a terror attack (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)PLS-SEM: Indeed a Silver Bullet (2011)Elements of Gameful Design Emerging from User Preferences (2017)Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)A circumplex model of affect. (1980)Emotion And Adaptation (1991)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Biofeedback game design (2011)Psychophysiological measures of human cognitive states applied in human computer interaction (2011)A Review on Human–Machine Trust Evaluation: Human-Centric and Machine-Centric Perspectives (2022)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Presence, Involvement, and Flow in Digital Games (2009)Playability: analysing user experience in video games (2012)Immersion in Digital Games: Review of Gaming Experience Research (2014)Event tourism: Definition, evolution, and research (2007)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1971Constants across cultures in the face and emotion.5,506 cited
  • 2005GameFlow2,122 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2008Fundamentals of physiological computing608 cited
  • 2010Correlation between heart rate, electrodermal activity and player experience in first-person shooter games377 cited
  • 2011A review of the use of psychophysiological methods in game research288 cited
  • 2007Characterising and measuring user experiences in digital games233 cited
  • 2013Tailoring persuasive health games to gamer type226 cited
  • 2006Emotion Recognition Using Physiological Signals110 cited
  • 2016Adaptation in Affective Video Games: A Literature Review80 cited
  • 2008Intelligent adaptation of digital game-based learning51 cited
  • 2008Creating an Emotionally Adaptive Game51 cited
  • 2014A comparative study of game mechanics and control laws for an adaptive physiological game40 cited

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